About

I build the creative work and the system that makes it.

Creative Technologist · Senior Technical Artist · West Orange, NJ

I'm Carlos Cruz. I sit on the seam between creative production and technical building - a designer who writes production code, and an engineer who cares how the frame actually looks. For a decade I've turned creative briefs into real-time visual systems, generative tooling, and the pipelines that let a team run them without me in the room.

Background
Design & Software Engineering
B.S. Industrial Design · M.S. Software Engineering
Now
Freelance Creative Technologist
Procedural & generative visual systems, since 2024
Before
DNEG · J&J · Volvo · Verizon
VFX pipeline tools to executive-facing R&D prototypes
01 The through-line

A brief becomes a tool a team actually uses.

Every project on this site follows the same spine: a brief, built in the right tool for the craft - Houdini, Blender, raw C++ - and co-authored with Claude Code. The output is never a one-off asset. It's the workflow that produces many correct ones, handed off so the people who need it can drive it themselves.

Translate

Brief to working workflow

I take what someone sketched on a whiteboard and turn it into something that runs - not a deck, a thing the team opens on Monday.

Expose

Controls, not code

The hard engineering hides behind a few parameters, so a creative person drives a generative system without touching the machinery underneath.

Ship

Production-ready, not prototype-only

CI/CD, QA, and documentation come with the tool. I've shipped this way 20+ times at DNEG, where artists, editors, and compositors ran it in production.

Hand off

So the team self-serves

The specialist composes the workflow once, documents it, then rotates off. The work outlasts my involvement - that's the point.

02 Content supply chain

I understand how briefs become shippable assets.

My industrial-design training means I speak the creative side fluently - how a brief becomes a master file, how brand and fit rules constrain it, how it fans out into the variants a channel actually needs. My consulting work on an AI-driven tech-pack pipeline reads what a designer already makes - sketches, 3D renders, written notes - auto-populates the manufacturing spec, applies the brand's own material and fit rules, and validates the result before it reaches a sample line.

At DNEG I lived the other end of it: production-grade VFX and motion pipelines where on-brand output had to scale across artists without a specialist driving the tool each time. The supply chain - brief, master, variants, handoff, review - is the part I find most interesting, because it's where good creative work either ships or dies.

03 How I work with AI

I direct AI, and I know when its output is wrong.

I use Claude Code daily as a build interface - composing workflows, authoring shaders, wiring integrations. The leverage is real, but the judgment is the job: every shader and pipeline decision gets checked against the rendered frame, not taken on trust. I describe the mechanism behind a result, not a speedup number, and I keep shipped capabilities clearly separate from what's still planned.

I ramp on a new API surface in days, not months - I've driven Houdini live over an MCP server, stood up REST APIs feeding real-time visualization, and integrated systems across very different stacks. The specific tools change; reading an unfamiliar surface quickly and knowing where it'll break does not.

04 Where I've done this

Ten years straddling creative and technical.

Freelance
2024 - Present
Creative Technology
Designing procedural and generative visual systems with parameter-driven control, aesthetic refinement, and real-time performance - turning rendering and generative-AI experiments into credible, customer-facing prototypes on tight timelines.
DNEG
2023
Software Team Lead
Led development of 20+ procedural and real-time visualization tools in a top-tier VFX and animation pipeline. Built the controls that let artists, editors, and compositors drive complex generative systems, and established the CI/CD, QA, and documentation that made them production-ready.
Johnson & Johnson
2020 - 2022
R&D Technology Lead
Bridged design, engineering, and R&D to bring real-time 3D visualization into product development - and delivered points of view on investment priorities and platform gaps directly to leadership.
Volvo Cars
2019 - 2020
Data Integration
Built REST APIs feeding 3D geometry and animation pipelines into real-time visualization systems, keeping live-updated animated content flowing reliably between backend sources and interactive front-ends.
Verizon
2016 - 2019
R&D Technology Lead
Led R&D across AR/VR, IoT, and interactive 3D, translating hard technical constraints into stable, visually compelling demos for non-technical executive stakeholders.
05 The toolset

What I reach for.

Real-time & rendering
Unity (URP / HDRP)
Shader authoring (HLSL / GLSL)
Custom render & post passes
C++ / OpenGL · GPU profiling
Procedural & generative
Houdini (SOPs / VOPs / VEX)
Blender
Parameter-driven systems
USD · FBX · glTF interchange
AI-assisted build
Claude Code (daily)
MCP servers as a build bridge
Generative AI in production
Mechanism over metrics
Pipeline & integration
Python (Maya / Houdini / Blender APIs)
REST API design & integration
Git · CI/CD (Actions / Jenkins)
QA tooling & documentation

The dual track isn't a pivot. Shipping the creative work and the system that produces it - on the same project - is the whole point.

Carlos M. Cruz
Creative Technologist · Technical Artist